Throughout playing dungeons like mountain temples, mad labs and cursed libraries, i’ve found that most of the time, players, i included, don’t try to complete the dungeon via switches that unlock the treasure rooms. It can be easy to see that it is just not worth the time even after revealing switch locations. It is not required, but it does bring into the question if a mechanic like switches should even exist in a game like Rotmg.
In my personal opinion switches like the coils in mlab shouldn’t exist but instead just have it so the treasure room is randomly placed in the dungeon. This mainly comes from two reasons: purpose and reward. There really is no purpose to these switches except creating a gateway to more content that much of the other dungeons don’t do like the abyss, uld or snake (Ddocks technically doesn’t have one since the path to unlocking the door is linear.) It doesn’t have any challenge to it except to challenge the patience of the player in clearing out every switch (possibly along with mobs) if they choose to do so; all for a reward that is rng based. If you end up doing it with a sizable group and get nothing, it is discouraging to do it again unless someone else decides to do all the grunt work. I can tell this has lead to many deciding just to not do the treasure room, unless there is some sort of chest event such that doing the troom will maximize the value of the dungeon, otherwise it ends up just being wasted content. It is not hard, just tedious and unrewarding.
There are some exceptions however. Davy’s whole dungeon is designed around unlocking doors randomly spread throughout the map and is pretty straightforward even offering multiple treasure rooms. But then there are dungeons like the shatters that i have experienced go wasted many times because players are too much in of a rush to destroy switches. That or people just leave after the Bridge Guardian because actually going through the dungeon to destroy the switches to the Archmage is too much of a hassle. It leaves me thinking that switches shouldn’t exist because of what Rotmg is now but at the same time i can see the issue is a symptom of player mentality, that being every dungeon needs to be done fast and the rng-based reward doesn’t help this at all. In the time it takes to clear a mlab, you could’ve already killed event gods and or have gone and finished multiple other dungeons.
TL:DR Switches like the coils in mlab should be removed because it takes too long in a game that has become too fast paced.